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Exporting from Maya Troubleshoot


kingsal

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Hello Everyone,

 

I finally got my hands on a 32 bit version of Maya and I'd like to try adding some of my own models to TDM. I know this a long and scary road to go down, but I'm pretty determined to get there and I have some experience with this. I appreciate any help anyone can give.

 

So first up:

I am trying to access the MayaImportx86 files and it seems they've disappeared! http://wiki.thedarkmod.com/index.php?title=MayaImportx86_versions

I remember grabbing them a few months ago. Does anyone know where these file are?

 

 

 

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Thanks Greebo,

 

So I put the .dll in my darkmod/ directory and created a new environment variable. I tried to run the exporter on a testbox.md maya file in my fms directory. This is the message I get:

]exportmodels testbox.def
    exportmodels testbox.def
]exportmodels testbox.def
gamex86 - Found DLL in EXE path with timestamp of 1274369994 - C:\darkmod/MayaImportx86.dll
gamex86 - No DLL found in pak file
gamex86 - DLL in EXE path is newer, ignoring DLL in pak file
WARNING:Could not load MayaImport DLL: The specified module could not be found.

 
WARNING:file C:\darkmod\fms\volta_v2_0\def\testbox.def, line 6: Failed to export 'models/testbox/testbox.mb' : Could not load MayaImport dll.

Any thoughts on what's happening here?

 

 

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Hmm okay I downloaded process monitor and I'm looking at what TDM is doing. What should I be looking for?

 

My best guess is it has something to do with this line?

HKLM\SOFTWARE\WOW6432Node\Alias|Wavefront\Maya

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Hey Greebo so it starts by looking in the darkmod directory

 

C:\darkmod\OpenMaya.dll NAME NOT FOUND
C:\darkmod\OpenMayaAnim.dll NAME NOT FOUND
...
When it does get to the right directory it looks like its searching for maya 2012 and not 2011.
C:\Autodesk\Maya2012\bin\OpenMaya.dll PATH NOT FOUND
I doubled checked and I have the MayaImportx86(Maya2011) dll.
It also tries to find a FOUNDATION.dll which it can't find either. Not sure if that's part of maya or not.
Any thoughts on how to fix this?
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Are you referring to the path environment variable MAYA_LOCATION? I know I have that set to 2011. Where do I check the registry for maya? Sorry I am not very familiar with this process.

 

 

Are there other md5 exporters for maya that people have had luck with?

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As an additional resource, Kat has been hanging out at the id tech forums lately. She has a long history with Maya exporters as I recall:

 

http://idtechforums.fuzzylogicinc.com

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Thanks nbohr, I'll give a look through those forums and see if I can dig anything up. It looks like there is an exporter for maya 2012. Has anyone had any luck with that?

 

Greebo- I'm not familiar with editing the registry, but its looks like I have a maya in WOW6432Node/Autodesk/Maya/2011. Inside that folder is:

 

/AppInfo

/CER

/MAYA-1

/Setup

/Updates

 

Do I need to add a new registry somewhere in here? What do I do next?

 

 

EDIT:

I'd like to get the maya exporter working, but would another route be to build the content in maya and then import/export using blender. From what I understand the TDM characters were built and animated in blender?

Edited by kingsal
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I found the mistake...

 

I updated my MAYA_LOCATION variable but forgot to update my PATH variable with C:\Program Files (x86)\Autodesk\Maya2011\bin

It was looking for my maya 2012 edition. Thanks for the help guys.

 

Now I've got it to run the import! However I get a (kFailure): Unexpected Internal Failure. This is likely due to bad naming in maya. I'm gonna mess around with it a bit.

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Glad you got it sorted :)

 

Most of the TDM characters have been animated in Maya. For the zombie I've been using Blender including the md5 export, and I believe that the horse was done in Blender too. I recall writing a readme with a few hints on how to save the md5 files from Blender.

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Yeah I think I'm getting close. Im not totally in the clear yet..

I keep getting this (kFailure): Unexpected Internal Error. I think it has something to do with vertex colors or the shaders?

I really can't be sure.

 

Have you heard of this happening? Have people in the past had success with the maya 2011 exporter?

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Have you tried to go back and build a very simple model from scratch and to export that one? Mabye some mistake crept in during the past workflow that is hard to find at this point.

 

Only found this, but not sure if this is related: http://forums.cgsociety.org/showthread.php?t=2247

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Yeah I tracked down as much as I could for that error. I couldn't find any solutions.

 

The process monitor says its trying to access documents\maya\projects\default\userPrefObjects.ma. Which doesn't exist. That might be some weird legacy maya preferences file, or might not be important. Strange thats its looking for a .ma and not a mel file.

This is what the Import script says on kFailure:

// Get a list of all sets pertaining to the selected shape and the
    // members of those sets.
    //
	MFnMesh fnMesh( path );
	MObjectArray sets;
	MObjectArray comps;
	status = fnMesh.getConnectedSetsAndMembers( instanceNum, sets, comps, true );
	if ( !status ) {
		MayaError( "GetTextureForMesh: MFnMesh::getConnectedSetsAndMembers failed (%s)", status.errorString().asChar() );
	}

	// Loop through all the sets.  If the set is a polygonal set, find the
    // shader attached to the and print out the texture file name for the
    // set along with the polygons in the set.
	//
	for ( i = 0; i < ( int )sets.length(); i++ ) {
		MObject set = sets[i];
		MObject comp = comps[i];

		MFnSet fnSet( set, &status );
		if ( status == MS::kFailure ) {
			MayaError( "GetTextureForMesh: MFnSet constructor failed (%s)", status.errorString().asChar() );
            continue;
        }

        // Make sure the set is a polygonal set.  If not, continue.
		MItMeshPolygon piter(path, comp, &status);
		if (status == MS::kFailure) {
            continue;
		}

		// Find the texture that is applied to this set.  First, get the
		// shading node connected to the set.  Then, if there is an input
		// attribute called "color", search upstream from it for a texture
		// file node.
        //
		MObject shaderNode = FindShader( set );
		if ( shaderNode == MObject::kNullObj ) {
			continue;
		}

		MPlug colorPlug = MFnDependencyNode(shaderNode).findPlug("color", &status);
		if ( status == MS::kFailure ) {
			continue;
		}

		MItDependencyGraph dgIt(colorPlug, MFn::kFileTexture,
						   MItDependencyGraph::kUpstream, 
						   MItDependencyGraph::kBreadthFirst,
						   MItDependencyGraph::kNodeLevel, 
						   &status);

		if ( status == MS::kFailure ) {
			continue;
		}
		
		dgIt.disablePruningOnFilter();

        // If no texture file node was found, just continue.

It looks like a shader problem, but that could mean a bunch of stuff; improper nodes names, bad mesh binding, so on and so on.. Maya is so damn fickle, but I'm going to keep troubleshooting.

Unfortunately, I'm not a programmer so some of this is totally beyond me.

Edited by kingsal
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